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Читы для MechWarrior 4: Vengeance

Чит-файл для MechWarrior 4: Vengeance

MechWarrior 4:
Vengeance

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Microsoft
Издатель:Microsoft
ISO статус:релиз состоялся 18 ноября 2000 года
Жанры:Simulator (Robot) / 3D
Похожие игры:Heavy Gear, MechWarrior 2: Ghost Bear's Legacy, MechWarrior 3
Multiplayer:(16) LAN, Internet

Даты выхода игры

вышла в ноябре 2000 г.

FAQ [ENG]

Информация актуальна для
Mechwarrior 4: Vengeance

                  Unofficial Strategy Guide and FAQ

                    by Kasey Chang (ksc1@aol.com)

                      released January 14, 2001


0    Introduction

This is an UN-official strategy guide and walkthrough for the game
Mechwarrior 4: Vengeance from Microsoft. This document covers the
single-player campaign in detail (how to approach each one), as well
as a primer on multiplayer MW4 gaming.


0.1   A word from the author

This is a FAQ, NOT a manual. You won't learn how to play the game
with this document, and I'm NOT about to add it to ease the life of
software pirates.

This USG only covers the PC version since that's the only version
that I have (and exist, at the time of this document's release).

Some of you may recognize my name as the editor for the XCOM and
XCOM2: TFTD FAQ's, among many others.


0.2   Terms of Distribution

This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2000-
2001, all rights reserved excepted as noted above in the disclaimer
section.

This document is available FREE of charge subjected to the following
conditions:

1) This notice and author's name must accompany all copies of this
document: "Mechwarrior 4: Unofficial Strategy Guide" is copyrighted
(c) 2000-2001 by Kasey K.S. Chang, all rights reserved except as
noted in the disclaimer."

2) This document must NOT be modified in any form or manner without
prior permission of the author with the following exception: if you
wish to convert this document to a different file format or archive
format, with no change to the content, then no permission is needed.

2a) In case you can't read, that means TXT only. No banners, no HTML
borders, no cutting up into multiple pages to get you more banner
hits, and esp. no adding your site name to the site list.

3) No charge other than "reasonable" compensation should charged for
its distribution. Free is preferred, of course. Sale of this
information is expressly prohibited. If you see any one selling this
guide, drop me a line at ksc1@aol.com.

4) If you used material from this, PLEASE ACKNOWLEDGE the source,
else it is plagiarism.

5) The author hereby grants all games-related web sites the right to
archive and link to this document to share among the game fandom,
provided that all above restrictions are followed.

Sidenote: The above conditions are known as a statutory contract. If
you meet them, then you are entitled to the rights I give you in 5),
i.e. archive and display this document on your website. If you don't
follow them, then you did not meet the statutory contract conditions,
and therefore you have no right to display this document. If you do
so, then you are infringing upon my copyright. This section was added
for any websites that don't seem to understand this.

For the gamers: You are under NO obligation to send me ANY
compensation.  However, I do ask for a VOLUNTARY contribution of one
(1) US Dollar if you live in the United States, and if you believe
this guide helped your game. If you choose to do so, please make your
US$1.00 check or $1.00 worth of US stamps to "Kuo-Sheng Chang", and
send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA".

If you don't live in the US, please send me some local stamps. I
collect stamps too.


0.3    Distribution

This USG should be available at Gamefaqs (http://www.gamefaqs.com)
and other major PC game websites (such as gamesdomain.com,
gamespot.com, gamecenter.com, etc.).

To webmasters who wish to archive this FAQ on their website, please
read the terms of distribution in section 0.2. It says exactly what
it says.


0.4    Other Notes

There is no warranty for this unofficial strategy guide. After all,
it depends on YOU the player.  All I can do is offer some advice.

PLEASE let me know if there's a confusing or missing remark... If you
find a question about this game that is not covered in the USG, e-
mail it to me at ksc1@aol.com.  I'll try to answer it and include it
in the next update.


0.5    The Author

I am just a game player who decided to write my own FAQs when the
ones I find don't cover what I want to see.  Lots of people like what
I did, so I kept doing it.

Previously, I've written Unofficial Strategy Guides (USGs) for XCOM,
XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to Black,
Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack,
and Need for Speed: Porsche Unleashed.

Most of them should be on gamefaqs.com, the biggest FAQ site around.
You can also find some of them on my KC Game Nexus website at
http://www.geocities.com/TimesSquare/Alley/6275.

If you need to write me, send e-mail to ksc1@aol.com. (Any spam will
be reported to respective authorities).


0.6   Disclaimer/ Copyright Information

Mechwarrior 4 is a trademark of Microsoft. Mechwarrior and Battletech
is licensed from FASA.

This USG is not endorsed or authorized by Microsoft and FASA. The
information compiled in this USG has been gathered independently
through the author's efforts except where noted.

This guide includes strategies and tactics of approaching each and
every mission. If you need just a little help, don't read the rest!


0.7   Revision History

31-DEC-2000         Initial release.

06-JAN-2001         Added multiplayer tips, more mech configs, more
weapon discussions

14-JAN-2001         Added even MORE multiplayer tips, weapon
discussions, mech configs


0.8   The Most Frequently Asked Questions

Q: Can you send me Mechwarrior 4?
A: Of course not.

Q: Can you send me the manual (or portions thereof)?
A: You're kidding, right?

Q: Can you tell me how to play the game?
A: Read the manual, please!

Q: What's the latest version?
A: There are no patches for the Windows version as of the release of
this guide.

Q: Is there a map editor? Mods? Inventory editor? Any hacks?
A: None that I know of.

Q: How about more multiplayer maps?
A: Go to the official Microsoft MW4 website. Other sites are starting
to play with the file structure so you may see more.

Q: I got the new multiplayer map archive. Where do the individual
files go?
A: Didn't read the instructions, did you? If you installed in default
path, then it should go to
C:\Program Files\Microsoft Games\MechWarrior Vengeance\resource\missi
ons

Q: What's wrong with the mechlab?
A: Nothing. That's the new design.

Q: Do mechs actually limp with leg damage?
A: Yes they do, though they need HEAVY leg-specific damage to show
that.

Q: Can a mech be knocked down?
A: Yes, though the lack of extremely heavy weapons except LBX20s
means it's hard to find the right combo. 3 LBX-20's in ONE
concentrated salvo will usually knock down Shadow Cats and anything
smaller. Mechs heavier than 50 tons doesn't seem to be knock-able
unless they got hit by 4 gauss rifle bolts at the same time or
something. (I've knocked down a Mad Cat Mk 2 once, hit him with 2
Class gauss and 2 light gauss at the same time).

Q: Will there be a Mechwarrior 5?
A: Who knows?

Q: Are there any cheat codes?
A: None known yet.

Q: How do I get past mission X in the single-player campaign?
A: See the specific campaign mission walkthrough.

Q: Do your lancemates get better as they go on more missions?
A: Absolutely. At the end of every mission you'll see a little
improvement in the debrief screen on their "ability bar".

Q: How do I find the MFB or repair depot?
A: Good question. There is no command to find the MFB, unlike MW3.
Try ordering your lancemate to head toward an MFB and follow them.

Q: What is a "boat" mech?
A: The short answer: a boat mech is a mech that's configured with
only ONE type of weapons. I.e. only missiles, only lasers, only AC's,
etc. Use of "boat" mechs is frowned upon on some servers. See 8.2 for
more details.

Q: What if I spotted something missing or more tactics?
A: Feel free to submit anything that can benefit this guide's
readers. The e-mail address is ksc1@aol.com. Submissions will be
included with your name attached unless you specify otherwise. I
reserve the right to edit the wording or the reject entries. Feel
free to submit your favorite mech config as well. Please specify
purpose/role and some of the reasoning behind the config.




1    Game Information

Mechwarrior 4 is the latest in the Mechwarrior series, a game with a
long history. Mechwarrior originally is the role-playing part of the
Battletech boardgame, a game of `mech combat, where humanoid machines
mounted with a lot of weapons fight each other. On the PC,
Mechwarrior is an in-cockpit mech combat simulator.


1.1   Game History

When Dynamix created the first Mechwarrior for Activision, it started
the whole genre of in-cockpit mecha-type combat simulation. It was
absolutely stunning for the time. No one expected that a simple 286
can support a 3D mech sim. You get light mechs from Locusts and
Jenners up to Assault mechs like Marauder and Battlemasters. People
were used to the old 2D stuff (indeed, Activision had already
published "Crewscent Hawk's Inception" and "Crescent Hawk's Revenge",
both are 2D). The game has a plot, a bit of adventure, plus combat,
contract negotiation, hiring/firing mech pilots, buy/sell/repair
mechs, and more. Each mission is dynamically generated. The game was
an instant classic.

When Dynamix was purchased by Sierra (who went on and created the
Earthsiege/Starsiege universe based on their `mech experience),
Activision had to create the sequel internally, and that took them
much longer than expected. The result is Mechwarrior 2, where you
play as a Clan warrior (of either Jade Falcon Clan or the Wolf Clan)
battling other Clans and the Inner Sphere. There were plenty of
missions. While the initial version did not include multiplayer, it
was promised in a free patch which became known as "NetMech".
Mechwarrior 2 was followed by an expansion pack that added the Ghost
Bear Clan, as well as a semi-sequel: MW2: Mercenaries, where you play
an Inner Sphere mercenary lance taking on different missions.

The release of MW2 just caught the beginning of the 3D-accelerator
revolution, and the different games and expansion packs were re-
released in Titanium Edition with 3D-accelerator support. Some API-
specific versions were also bundled with some 3D accelerators.

Activision eventually lost the Battletech license to MicroProse, who
apparently outbid them. Activision went on to license Heavy Gear from
Dream Pod 9, another "mecha" universe. The first Heavy Gear was not
well received. Heavy Gear II was much better, but the damage was
already done. Activision went on to spend big bucks for the Star Trek
license, abandoning the `mech genre altogether.

MicroProse, on the other hand, was attempting to trim in-house
expenses, and they contracted FASA Interactive to create Mechwarrior
3, based on the Battletech Virtual World sims. However, the game is
HEAVILY delayed, and Microsoft was in negotiation to buy out FASA
Interactive. MicroProse then negotiated with Microsoft and brought in
Zipper Interactive to create Mechwarrior 3. The product being
developed by FASA Interactive was changed to Mechwarrior 4.

Mechwarrior 3 featured improved graphics and excellent interface, but
the AI is pretty awful. And the inventory management interface is
horrendous It is also very short at only 20 missions total in the
campaign. The missions are pretty well designed. However, it was
successful enough that MicroProse released an expansion pack titled
Pirate's Moon which added another 21 missions, plus several other
improvements including more mechs and more weapons. However, none of
the real concerns were fixed.


1.2   What's the setup?

You are Ian Dresari, a mechwarrior for House Davion, Federated Suns.
Your father is the Duke of Kentares IV. While Victor Steiner-Davion
was away leading the fight against the Clans, his sister, Katherine
Steiner-Davion, usurped the throne of the Federated Commonwealth, and
started to invade House Davion's territories, including Kentares IV.
Your entire family has been killed (apparently) except your uncle,
Sir Peter Dresari. You have just returned, and you'll take back the
planet. Or die trying.


1.3   What do I need to run Mechwarrior 4?

From the box
  ъ    Pentium II 300 or higher CPU
  ъ    Win95, Win98, WinME, or Win2K
  ъ    64 megs of RAM
  ъ    650 megs of HD space, plus 125 megs for swap file
  ъ    8X CD drive
  ъ    Mouse or compatible pointing device
  ъ    DirectX 8 (it says 7 on the box, but the game will install DX8
     any way)
  ъ    DX7 compatible sound card, Direct3D 7 compatible video card
  ъ    Speakers or headphones for audio output
  ъ    SVGA 16-bit color monitor or better

Multiplayer further requires:
  ъ    96 megs required for Win2K
  ъ    28.8 Kbps modem or LAN with TCP/IP or IPX protocol
  ъ    Narrowband hosting is limited to 8 players, broadband is limited
     to 16 players
  ъ    Internet access required for internet play and is your
     responsibility
  ъ    Microsoft Zone.com play needs IE4 or Netscape 4 for initial
     registration.


1.4   Where are the patches?

There are no patches for the Windows version yet as of the release of
this document.

However, one is rumored, and a "patch list" is being compiled at the
various MW4 fan sites.


1.5   How is MW4 different from MW3?

Lots of differences. Primarily, the combat tempo is faster and
there's a lot of movement.

The default joystick config is different, with three of the buttons
firing one weapon group each.

There are more weapons and more mechs (7 never before seen). Bombast
lasers, LAMS, machine gun arrays, etc.

The mechlab is now very restricted, as the mechs now have hardpoint
restrictions for each type of weapon. You get limited options to
mount extra equipment (only one AMS or LAMS per mech). While this
sounds bad, the mechs now actually have "personality". Some mechs are
beam heavy, while others are ballistic- or missile-heavy. Clan mechs
have "omni" hardpoints that can mount any type of weapons.

Too many other differences to list all here.


1.6   What game modes are there?

Single player: campaign, training, instant action (which includes has
multiple options, such as play ANY of the campaign missions with any
config/mechs, face random waves on any map, and so on).

Multiplayer: attrition, team attrition, capture the flag, team
destruction, destruction, escort, king of the hill, steal the beacon
(on any map)


1.7   Is there a campaign tree? How about different endings?

There is ONE branch near the very end where you need to make a big
choice, and that affects the ending you get. I won't spoil the
surprise yet, but you can read the campaign walkthrough.




2    Weapons

There are basically three types of weapons, as explained in the
manual. I'll just go over the types and their general applications.
Each weapon has a usefulness rating. A is "excellent", F is "forget
it".


2.1   Ballistic Weapons

Ballistic weapons include AC's (5 and 10), Ultra AC's (2 and 5), LBX
Scattershot (10 and 20), Gauss rifle (regular and light), and machine
gun array (MGA). Some have clan versions which are lighter or have
more extended range, but not all. There's also the Long Tom, which is
a special weapon.

Cannons are rather heavy even though their hardpoint is rather small.
Get the Clan version if available, as they are lighter and produce
more damage.

The cannons need ammo. While ammo is available, you can pump out a
lot of firepower, but when you're out, you're left with nothing. On
the other hand, they don't produce much heat.


2.1.1     LBX Scattershot Cannon

Usefulness: A

LBX cause a lot of damage at close range, esp. the LBX20s. In fact,
the LBX20s are the only true knock-down weapons that I've found.
However, they don't do jack at longer ranges.  The main problem is
they are very heavy therefore hard to fit in a smaller mech.

A good combo is multiple LBX20s. In a Daishi you can fit in three
LBX20s (two in torso, one in the center omni rack). Together that's
enough to knock down mechs up to 50 tons.

The Clan version of the LBX cannon is lighter.


2.1.2     Machine Gun Array

Usefulness: F

The machine gun arrays doesn't really do enough damage, even the Clan
version. It's like washing the floor with a toothbrush. Leave it
home. Bring a heftier weapon. If you just have two tons to use up,
add heatsinks or more speed or more armor.


2.1.3     Gauss Rifle

Usefulness: A

Best sniper weapon is the gauss rifle. Use the zoom to get good shots
at the center of the torso or one of the legs. The main problem is
the long reload time.

Atlas can mount three light gauss rifles. A Mad Cat Mk II can mount
FOUR, two Clan and two light (or 4 light). When all four hits. Ouch.

Consider jump to top of buildings and turn off your sensors to be a
sniper.

The Clan version is lighter and even better than the IS version, but
also 3 contiguous ballistic hardpoints. The light gauss rifle cause
less damage, but only takes 2 hardpoints, and is same weight as the
Clan gauss rifle.


2.1.4     Autocannon

Usefulness: B

Respectable range and punch, the problem is they don't come in big
sizes for true knock-down power. Clan mechs prefer Ultra or LBX
cannons, but AC is a good compromise.


2.1.5     Ultra AC

Usefulness: C

In MW4 Ultra AC is just too small to do any significant damage. Even
when you put 5 of them together that's only 5-10 pts of damage per
salvo. While it has good range, it's not very efficient.

Mount LBX instead.


2.1.6     Long Tom

Usefulness: C

The Long Tom cannon is basically a mech-mounted mortar. Its BIG shell
causes a lot of splash damage, IF it lands on land. A few shots can
take down a building. It is an Inner Sphere-only weapon.

It is VERY hard to aim, as it has very low muzzle velocity. You'll
need to aim up in order to "lob" the shot. It does cause a lot of
splash damage, but the number of shots is very limited.

If the shot lands in water, nothing happens. Therefore don't use this
in swampy maps.

Using it in multiplayer is NOT recommended unless you're lobbing it
past a hill, and even then, you'll need a "spotter".




2.2   Energy Weapons

Energy weapons are lasers, PPCs, and flamers. Lasers vary from small,
medium, to large. Pulse lasers fires more shots, thus causing more
damage, but also weighs more. PPC is half-ballistic and half-energy,
as the shot itself travels like ballistic weapon but the weapon
itself is energy-based and generates heat. There's also flamer (point-
blank heat weapon) and bombast laser (discussed later).

The Clan versions (if available) are either lighter or have longer
range (sometimes both), but also generate more heat. If you don't
need the extra range, use the IS version.

Energy weapons generate heat, so you can't fire them too much, or
you'll overheat and shut down. You will need to increase the amount
of heatsinks to keep up with heat dissipation. You generally want the
heat dissipation bar to be in the green or high yellow. You may be
able to temporarily avoid the shutdown by doing either override or
coolant flush


2.2.1     Small Laser

Usefulness: F

I don't find much use for the small laser at all. They simply don't
do enough damage to be worth their weight. For the same weight you
can probably mount a flamer or add more armor instead. Technically
they are the most heat efficient (3:1 ratio of damage to heat)
weapon, but you can't mount enough of them as they take up a whole
beam hardpoint.

The Clan version has slight increase in damage for even more heat.
(Ratio of  1.75:1)


2.2.2     Medium Laser

Usefulness: A

Medium lasers produce good medium and close range firepower, and you
can mount a lot of them if you have the hardpoints, and can afford
the heat build-up.  Damage/Heat ratio is 2:1

The Clan version exchanges slight increase in damage and range for
even more heat. (1.3:1)


2.2.3     Large Laser

Usefulness: A-

Large lasers have good range, but generate a lot more heat and weighs
a lot more. (1.5:1)

The Clan version exchanges increase in damage and range for even more
heat. (1:1)


2.2.4     Small Pulse Laser

Usefulness: F

I don't find much use for the small pulse laser at all. They simply
don't do enough damage to be worth their weight. For the same weight
you can probably mount a flamer or add more armor instead.


2.2.5     Medium Pulse Laser

Usefulness: B+

Medium pulse lasers produce very good medium and close range
firepower. However, they're quite a bit heavier, and generate more
heat.


2.2.6     Large Pulse Laser

Usefulness: B

Large pulse laser is basically an improved version of the large
laser. The multiple pulses produce more damage (3 pulses), at the
expense of even MORE heat. The Clan version is a little lighter.


2.2.7     PPC

Usefulness: A

PPC is a good general-purpose weapon. Most non-mech targets need only
about two shots to take out. It's also good for long range sniping.
Zoom in and let them have it! It generates quite a bit of heat
though. The Clan version trades increase in damage and range for even
more heat.


2.2.8     Bombast Laser

Usefulness: C

Bombast laser is a new Inner Sphere development. It can cause a lot
of damage if you can learn its firing mechanism. I personally haven't
quite got the knack for it yet. It's also relatively light for the
damage it can cause.

Bombast laser cycles VERY fast and it's VERY easy to overheat when
you're using it. If you have two of these onboard, leave out any
other beam weapons. You won't need them.


2.2.9     Flamer

Usefulness: B-

The flamer is a point-blank weapon that adds heat to the enemy mech.
It takes two beam spaces, even though its weight is negligible (1 ton
for IS, 0.5 ton for Clan). Add this to your point-blank assault. This
is also great for city use.

Flamer is useful in multiplayer games that involve flag or beacon
running.  In most cases, disabling the mech carrying the object (shut
down) will cause an ejection of the object, allowing another to
capture it.




2.3    Missile Racks

This family includes SRM (2, 4, or 6), MRM (10,20,30, or 40), LRM
(5,10,15, or 20), and Streak SRM (2, 4, or 6). There's also the T-
Bolt missile, Artillery beacon, NARC beacon, and flare launcher. The
Clan version, if exist, is lighter than the Inner Sphere version.

AMS can shoot down all GUIDED missiles (Streak SRM or LRM), but AMS
can engage only a limited number of missiles at a time. So the bigger
the launcher, the more shots will get through. There's also the Laser
AMS (LAMS), which generates heat but cannot run out of ammo.


2.3.1     SRMs

Usefulness: B

The SRM is not guided, so just fire them like rockets. The target
needs to be still for you to get good hits. Fire just as the target
comes to a stop for best effectiveness, or while the target is down.
Leave the smaller launchers at home. The SRM2 and SRM4 are not worth
carrying unless you want the maximum amount of SRM for two missile
hardpoints.

There is no Clan version of SRM. Clan use Streak SRM instead.


2.3.2     MRMs

Usefulness: B

Quite a bit of firepower is packed into these hefty launchers. On the
other hand, MRM is not guided. The target needs to be still for you
to get good hits. Fire just as the target comes to a stop for best
effectiveness, or while the target is down.

MRM is an Inner Sphere only weapon.


2.3.3     LRMs

Usefulness: A-

The LRMs require a lock-on to get good hits. Once locked-on, the
missile will seek the target, so they can be used even at point-blank
range, but best used at a distance. LRMs also works as anti-air
missiles, though it's somewhat of a waste to send a LRM20 salvo after
one lousy chopper.

If you have jumpjets, you can try a "pop-up" launch. Hide behind a
hill, peek over just far enough to lock-on. Then jet straight up,
launch, and land behind the hill again. Run somewhere else and repeat
the performance.

Another possibility is peek JUST over the edge to get a lock-on,
fire, then CROUCH (which takes you back under the edge). This will
not avoid the counter-battery LRM salvo though.

Definitely get the Clan version if they're available. They are much
lighter (as much as half the weight).


2.3.4     Streak SRMs

Usefulness: B+

The Clan Streak SRMs seek their target automatically, so they're good
if you can't get hits with the regular SRMs or MRMs. Just shoot and
you should score some hits.


2.3.5     NARC Beacon

Usefulness: B-

The NARC beacon is difficult to use properly. Basically you hit an
enemy mech, then all the subsequent lock-on missiles like LRM and
Streak SRM will seek the beacon instead.

You'll need to arrange for an OVERWHELMING salvo for the NARC beacon
to be worth the trouble, and the 4 tons it take is not worth its
advantages in my view, at least in single -player.

NARC beacon is more useful in multiplayer when you have more
teammates. Arrange for a smaller mech to run through the enemy
formation planting NARC beacons, then have multiple Catapults and Mad
Cats lob LRM salvoes.


2.3.6     T-Bolt

Usefulness: B+

The T-Bolt missile cannot be shot-down by anti-missile system, which
makes them quite deadly, at 28 points per hit! It's just too bad it
takes 15 tons to put in a launcher, and 3 missile hardpoints. It's
also not guided, which makes them hard to get good hits. Fire them
point-blank and follow up with the rest of your weapons to get quick
kills.


2.3.7     Flare Launcher

Usefulness: F+

While this is not a "weapon", it's listed in the weapon list, so here
it goes.

The flare launcher is used for illumination at night.

I personally don't fight at night so this to me is useless. If you
want to try some night ops, try light amp instead.


2.3.8     Artillery Beacon

Usefulness: D

Artillery beacon allows you to call in artillery on top of a target.
While this is cool, it's not really practical since the beacon
launcher weighs FIVE TONS, which can be used for far more productive
weapons than arty of questionable value.

It may be more useful in multiplayer where you spring some "ambushes"
over other mechs who thought they're "hidden".

Wonder if this is possible. Give the beacon/flag runner an arty
beacon. As it runs for the escape, it shoots a beacon at a target
ahead, timed so it'll be JUST out of the area when the salvo arrives,
hopefully catching any chasers in the rain of steel.


2.3.9     High Explosive

Usefulness: C???

High Explosive is a kamikaze weapon found in multiplayer game only.
Basically, you mount it, and you get close to your target, and you
"launch" it. Consider mounting one or more in every mech, as this can
help you take out ONE more mech when you're near death.


3    Equipment and Armor

Special equipment can go on certain mechs. While they will not damage
the


3.1   Armor

There are three types of armor in MW4. Ferro-Fibrous, Reflective, and
Reactive.

Ferro-Fibrous armor is the "default" armor. Each ton gets you 30 pts
of armor rating, and it works against any kind of damage: beam,
ballistic, or missile.

FF should be your "default" armor for all occasions, or when you
don't know where you'll end up.

Reflective armor is a new type of armor designed to defeat lasers.
While each ton of this armor only get you 20 pts of armor rating,
this armor is extra effective against beam weapons. It has no extra
effect on ballistic or missile weapons.

Reflective armor is best used in colder climates, when most mechs
will be using energy weapons.

Reactive armor is a new type of armor designed to defeat ballistic
weapons. Each ton of this armor get you 20 pts of armor rating like
reflective, but it's extra effective against ballistic weapons. It
has no extra effect on beam or missile weapons.

Reactive armor is best used in hotter climates, when most mechs will
be using ballistic weapons due to heat build-up.


3.2   Equipment

Equipment are the other things you can mount on your mech besides
engines, heatsinks, and the armor and weapons listed above. They
enhance your mech in some ways.


3.2.1     Beagle Active Probe

Usefulness: F

Also known as Beagle Probe or BAP, the Beagle Active Probe is
basically an advanced active sensor that "scans" the surrounding and
returns a stronger signal. This enhances your sensor range to 1250,
and can also detect shut-down mechs (which cannot be detected on
standard radar).

While it's nice to have that sensor range, it's not necessary since
no weapon goes that far.


3.2.2     Guardian ECM

Usually just called ECM, this equipment makes your mech even harder
to find on sensors.

Smaller mechs should use this in order to sneak into range and get
some GOOD hits. One of the nastier tricks is to use ECM to get close
and slam a big salvo of missiles into the enemy's back. Another trick
is to use ECM to help you plant NARC beacons.


3.2.3     Light Amp

Do you fight at night? If you don't, then you'll never need this.


3.2.4     Jump Jets

Jump jets have different weight depending on the weight class of your
mech. They enhance movement by allowing you to jump over things
(buildings, hills, enemy mechs.) They also complicate targeting by
enemy mechs. However, they don't slow down human shooters, as while
you're in the air you're nicely highlighted by all that flames coming
out of the jumpjets.

Jump jets are best used in hilly areas and on smaller mechs to
exploit their mobility advantage. On medium mechs, the jumpjets can
be used for pop-up sniper maneuvers, or for "overruns"

Overrun goes like this: run at the enemy mech top speed, fire all
weapons, then before you collide, jump jet straight over him, but
just enough to clear him. Hit the head/shoulders if possible. Then
keep running away.


3.2.5     AMS / LAMS

AMS, and its cousin LAMS, will help you take LESS hits, but it won't
eliminate missile hits completely. LAMS generates slightly more heat,
but usually they are hardly noticeable. You just notice you take a
few less hits overall.


3.2.6     Flare Launcher

Flare launcher is an equipment, but since it's listed as a missile
weapon in the MechLab, it's listed under missile packs.


4    Your Enemies

Know your enemies to best understand ways on how to defeat them.


4.1   Ground Vehicles

On the ground, you'll see basically Bulldog tank, SRM carrier, LRM
carrier, SKUD launcher, Vedette, and maybe Harasser.

Ground vehicles usually appear in swarms. Individually they don't do
much damage, though the Bulldog can be troublesome with those
autocannons. Don't let them get behind you. Stay back and snipe them.
You usually outrange them.

The most dangerous is the LRM carrier, as they shoot salvoes at you
from afar. Fortunately, one PPC shot is enough to take care of it.
Zoom in and fire one shot each.

Harasser and SRM carrier takes about one PPC each as well. Bulldog
needs a little more than 2. Though two good hits from large laser
will kill it. SKUD launcher takes only one shot.


4.2   Air Threats

The only ones that will attack from the air are Night Shade fighters
and the Peregrine attack choppers. Though you MAY see bombers.

The fighters don't attack you in this game. The Peregrines don't do
enough damage, as they carry puny SRM2s. They're very easy to kill.

The Bombers may try to drop bombs on you, but they're easily shot
down as well.

One shot from large lasers or PPC should take care of any of them.
LRMs also works, though fighters are too fast for LRM lock-on. Zoom
in and get good shots. If you got good guns, like Ultra 2's that goes
out to 900m, you can use those also.


4.3   Naval Threats

On swamp or coastal missions, you'll see Condor hovercrafts, Patrol
Boats, and Destroyer.

Condors and Patrol Boats are easy to kill. Most need only one PPC
bolt each to go poof. You can use Ultra 2's if you want.

If you feel like using the long tom, that explosion area is pretty
good for killing things BEHIND the hill, but if the shot lands in the
water it does NOT go boom, so it's not worth the trouble..

The destroyer is armed with 2 LRM launchers each. It is quite well
armored, and taking it down will take a lot of long-range dueling, as
you can't get too close to it due to the beach.


4.4   Dropships

You have several missions where you need to go after dropships.
Usually the dropships are not moving, so you just take out the APUs
around them (usually 3), then hit it a few more times. They will have
a lot of defenders around them though. Long Tom may be worth-while as
dropship demolition weapons, but any other weapon will do.

The final mission requires you to take on a Hrothgar dropship ready
to take off. Just keep hitting it until it goes poof. This one shoots
back though, so stay back a little. See the mission notes for tactics
on dealing with it.


4.5   Light Mechs

The light mechs in the game are Cougar (35t), Raven (35t), and Osiris
(30t).

The Cougar is more capable, with 2 LLAS and 2 LRM10's, plus some
smaller lasers.

Raven and Osiris are lightly armed and should not present a problem
to you at all. Watch them as beacon or flag runners in multiplayer
games though, or NARC beacon / artillery beacon planters.


4.6   Medium Mechs

The mediums are Bushwacker (55t), Shadow cat (45t), Chimera (40t),
Hellspawn (45t), and Uziel (50t).

Bushwacker is the heaviest medium. By the time you see them, you'll
probably find heavier stuff. It's a very balanced mech but lacks an
overwhelming "punch", having too many weapons in its inventory.

Shadow Cat is pretty dangerous. It can move very fast and keep
shooting. The LRM armed variants may also do the pop-up launch.

Hellspawn is more missile-reliant but you can fit in quite a few good
lasers and keep the speed up. You can think of it as a baby
Loki/Thor.

Uziel is pretty dangerous with 2 PPC's as default config. Consider it
your primary threat when you see one.


4.7   Heavy Mechs

Now there are a lot of choices here. There's Catapult (65t), Loki
(65t), Mad Cat (75t), Nova Cat (70t), Thor (70t), Vulture (60t),
Argus (60t), and Thanatos (75t).

Catapult is meant as a fire support mech, as it looks like a small
Mad Cat without the arms. Still, it's a pretty heavy mech. With
jumpjets, it does the pop-up launch quite often. Its close-in
firepower is quite low, so get in close and nail it.

Loki and Thor are very close cousins, with only 5 tons difference.
They are decent fighters in most ranges, and quite mobile, though no
knock-out weapons in their default configs. Watch for them circling.

Mad Cat is probably one of the best mechs around, but the default
config is too heat intensive, and they often shut down if you show
them too many targets. Those LRMs are pretty dangerous. Bring AMS
when you fight against them.

Nova Cat has too many energy weapons. They overheat constantly. When
you face them, try using flamers on them to force them to shut down
even more often.

Vulture is a LRM fire support mech like Catapult, but it's capable of
decent direct fire as well. You can think of it as a smaller Mad Cat,
and it's quite deadly in that role.

Argus has a weird mix of weapons, and doesn't seem to be too
powerful. It is heavily armored though.  Those LRMs and Ultras can
ping you, but they can't kill you.

Thanatos. How here's a good match for Mad Cat. Heavily armored (only
Nova Cat boasts more default armor), and it has a good combo of
weapons, though mostly ammo based (LBX20, MRM20). Stay out of close
range and it can't do you much damage.


4.8   Assault Mechs

The heaviest of the heavy, these are real killer mechs. They are
Atlas (100t), Awesome (80t), Daishi (100t), Mauler (90t), and Mad Cat
MkII (90t).

Atlas has a lot of armor and slow movement in exchange for a LOT of
weapons. Though personally those weapons don't do too much good as
they're rather mismatched. It has a lot of hardpoints, but not
contiguous.

Awesome is the first assault mech you'll see/get, and the default
config of 3 PPC is too heat intensive. They shut down quite a bit.
Consider using the flamer on it.

Daishi. The default weapon mix is a lot of stuff. The 4 LLAS is quite
hefty, but it's prone to overheating, and there's just too many
weapons with too many ranges to manage easily.

Mauler is quite heavy and the 4 Ultra AC/2 is a lot of firepower on
paper, but it doesn't really do THAT much damage in one blow, giving
you more time to kill it.

Mad Cat Mk II. The gauss rifles are absolutely deadly. Great for
sniping, and LRMs and other lasers are just bonuses.


5    Lancemate Management

The pilots do grow in skill as you use them, and the more you use
them, the better they get.

However, they DO get stuck behind buildings and such, and takes quite
a while to get to you, if you give them a chance.


5.1   Casey Nolan

Casey is a thoroughly average pilot, though there's room for
improvement. He's a good backup, but as you don't use him much, his
skills will stay average.


5.2   Jen McQuarrie

Jen's skills seems to be piloting, not much gunnery. She's the best
pilot you got for a while, and good on sensors. Night-time she's
average.


5.3   Jules Gonzales

Jules is very good in gunnery, but not much on piloting. He's also
good at night fighting. Give him the long-range weapons.


5.4   Terra Risner

She joins you late (Op 5) after the rescue, but she's quite good in
all categories. She tends to overheat due to her aggressiveness. Give
her a heavy mech that leans toward ballistic weapons so she can last
a while.


5.5   Damon Squire

This guy joins you for one mission in Op 6 and disappears, but while
he's on, he's good. He used to be one of Joanna's personal guards.




6    Your Mechs

Here's some discussion on each of the mechs available, as well as
some recommended configs for your mechs.

In general, you want mechs that delivers knock-out blows rather than
"death of a thousand cuts". You usually don't have time to fight over
and over.


6.1   Light Mechs

Light mechs don't do enough damage, and are suitable really only for
recon due to their high speed. Against heavier mechs, their only hope
is hit-and-run. They are great for flag/beacon running in mutiplayer
games, and for NARC and/or arty beacon planting.


6.1.1     Cougar

Default cougar has too many weapons. With LLAS and LRM, it should
STAY at long range. Drop the small laser and the medium laser, and
probably the Beagle probe as well. Replace with more heatsinks,
speed, jumpjets, and/or reloads. Use the superior speed to keep the
range open and snipe at the enemy with the lasers and LRMs.


6.1.2     Raven

The fact hat Raven comes with a NARC beacon should clue you in to the
purpose of the mech: NARC plant. It has Beagle probe and and ECM to
make sure it can get out from under the enemy barrage.  Consider
adding jumpjets on it. Its 360 degree torso twist is quite useful as
it allows you to "run away" while maintaining full speed.

6.1.2.1   Raven Runner

Raven with ECM and max engines is a great mech to play multiplayer
"steal the beacon". Just watch out for those heavy "guard" mechs with
the knock-down weapons. If you're down, you can't run. Remember to
include jumpjets.

6.1.2.2   Raven Divine Wind

Divine Wind as in "kamikaze". NARC beacon, artillery beacon, and high
explosives. Enough said. Run around planting NARC beacons on
unsuspecting victims. If caught. Hit the high explosives and take the
enemies out with you!


6.1.3     Osiris

Even faster than the Raven, and even LESS armed, why use it? Drop the
MGA and most of the weapons. Put NARC beacon and ECM on it for
survivability.


6.2   Medium Mechs

Consider using medium mechs as beacon runners. Uziel and Shadow Cat
are harder to knock down than the light mechs, and they CAN be
modified to achieve respectable speed and include jumpjets.


6.2.1     Bushwacker

A very "balanced" mech, it also means it's good at nothing, though
it's probably the heaviest mech you have in a while until you get the
Catapult. Modify it to mount less but heavier weapons.


6.2.2     Shadow Cat

A good balance of speed and weapons, the default config is not too
bad but a big of a "spead". Try to squeeze in a light gauss rifle in
there and it'll serve you well.


6.2.3     Chimera

Why use a MRM20? The range increase from SRM is not really worth the
weight. Drop the MGA and MRM20 and try to shoehorn LRM launchers in
there.


6.2.4     Hellspawn

Sort of light at 2 LRM10's and 3 MPLAS, it has ECM. It's not THAT
dangerous unless you ignore the LRM salvoes. Replace with Clan
weapons ASAP for more weapons. Pulse lasers generate too much heat.
Replace with medium lasers and more heatsinks.


6.2.5     Uziel

Now this one is fun. Two PPC's is a lot of gun. Forget the MGAs, as
they're nearly useless. Replace SRM6 with Streak SRM6 ASAP. Drop the
MGAs and add more heatsinks or speed. If you cut speed a bit, you may
be able to squeeze in an AC5 or LBX5.


6.3   Heavy Mechs

The workhorse mechs, they can move at a "decent" clip while packing
more firepower.


6.3.1     Catapult

Artillery support vehicle, it relies upon its missiles to do damage,
not the other weapons. You may as well drop the lasers all together.
Stay far away and lob missiles salvoes.

6.3.1.1   Catapult Artillery

Use Clan LRM racks to fit in more LRMs than you would normally carry,
and keep the jumpjets. Cut down the lasers if you have to.

6.3.1.2   Catapult Flanker

Instead of LRM racks, this one uses 4 Streak SRM6 racks, and forget
the lasers, all speed and jumpjets. Get in and make an oblique pass,
shoot the missiles, run/jump out of range.


6.3.2     Loki

The default config is pretty good. Combination of MLAS, MPLAS, LBX10,
and Streak SRM6s are even deadly point-blank, and the Guardian ECM
will ensure it get away for more shots. Consider dropping the BAP for
more heatsinks, and replace the MPLAS with regular MLAS to reduce
heat build-up.


6.3.3     Mad Cat

Ah, the infamous Timberwolf / Mad Cat. The default config has too
many weapons, IMHO. I'd consider dropping the MGAs for more
heatsinks.

One possibility is 2 LRM10s, 2 ER LLASs, and 2 LBX10s.


6.3.4     Nova Cat

Nice mech for 70 tons, as it is VERY heavily armored and armed, but
it overheats too fast. Drop the smaller weapons and one of the ER
LLAS for more heatsinks. Separate the weapons into separate groups,
and learn to fire them separately.

One possible variant is fill up the hardpoints with ONLY ER MLAS, and
as many heatsinks as you can fit. Use groups of 3 or 4 each. This
"laser boat" is absolutely devastating at close range. Get in close
and start circling!


6.3.5     Thor

The big cousin of the Loki, the default mix is NOT the optimal mix.
The default mix doesn't have enough shock effect.

A GOOD mix is the LBX and a PPC, which is where the name came from.
That mix is quite devastating at any rank. Add some missiles and stir
for a potent mix. Some use gauss rifle instead of PPC/LBX.


6.3.6     Vulture

Vulture can be thought of as a smaller version of Mad Cat, and it
plays that way also, with LRM20s and good mix of lasers. It is
designed for long-range confrontations and fire support, though with
those lasers it works at closer ranges as well.


6.3.7     Argus

While rather balanced, it's one of those "good at nothing" designs.
Replace the Ultra 5's with a LBX20 and drop the MGA may make more
sense.


6.3.8     Thanatos

Most people don't notice that Thanatos has 360 degree torso rotation.

The default mix is designed for mainly medium and close range combat.
The MRM40 should be replaced with T-Bolt or multiple LRM launchers,
and flamers with medium lasers for a "longer" punch.

6.3.8.1   Thanatos Puncher

Try T-Bolt, LBX20, and LLAS. You can even fit in AMS if you reduce
speed. Shoot LLAS from a distance, follow up with T-Bolt at mid-
range, then LBX20 in the face.

6.3.8.2   Thanatos Giant

Novasphere submitted this config: max armor, no heatsinks, 83 kph, 2
gauss rifles (1 light + 1 clan or 2 light), 4 MLAS, whatever LRM that
would fit.

"The Beauty of this Thanatos design is that you can do almost
anything with it depending on the needs of the missions. Just change
one of the main weapons to suit. This includes replacing the Gauss
cannons with LBX cannons, along with an ECM and changing the LRMs to
a set of Streak SRMs. You can get in way close with Sensors off and
unload a bunch of rounds into unwary enemies. This was originally
just a design to emulate the Titan from C&C Tiberian Sun (an RTS game
to the uninitiated), hence the variant's name."


6.4   Assault Mechs

There are your workhorses. While they don't kill light mechs in one
salvo, they do come pretty close (two salvoes to be exact).


6.4.1     Atlas

The quintessential assault mech, Atlas is a "jack-of-all-trades"
design that lacks enough hard points to deliver true knock-out
punches.

6.4.1.1   Sniper Atlas

Atlas, speed at one notch above minimum, armor nearly maxed, ferro-
fibrous. One ER PPC, one PPC, one Clan Gauss Rifle with extra ammo,
one LIGHT Gauss rifle with extra ammo. The reason for the MISMATCHED
set of PPCs is they recycle at different rates, and thus cuts down on
heat built-up. You can fire all weapons as fast as the weapons
recycle. Only need two weapon groups. You can probably squeeze in
some missiles if you want.

A variant of this is 2 ER LLAS, and 3 light gauss rifles. Stay at a
distance and snipe with both sets of weapons. Stay out of range! If a
medium find you and start circling you're toast.

6.4.1.2   Pyro/Shotgun Atlas

Optimized for urban combat, fit in some LBX10's, Streak SRM6s, and
flamers. LBX10's to knock down the mech, flamers and Streak6's to
keep them down for the count.


6.4.2     Awesome

A very decent IS design, the SRM2s are useless, and with 3 PPCs
overheating is a problem. A Clan Streak SRM6 would be a good
replacement. Definite drop one of the PPCs and replace with other
weapons.

6.4.2.1   Awesome Zapper

The default config of 3 PPC for the Awesome is a bit too heat
intensive. To turn it into a more short-range fighter, remove the arm
PPC, and replace with 2 medium lasers. Remove the two pulse lasers on
the other arm and replace with 2 medium lasers. Replace SRM2s with
SRM6s. Add heatsinks to fill out the difference. When Clan weapons
become available, replace SRM6 with Streak SRM6, PPC with ER PPC, and
so on, and add even more heatsinks.

Consider replacing only ONE of the PPCs with ER PPC to get the
"staggered" weapon cycle.


6.4.3     Daishi

Daishi has far too many weapons in the default config, though those
four LLAS can be quite deadly. The Ultra5s and MGAs are nearly
useless, with very little "punch". Consider replacing them with LBX.

Daishi is very customizable as it has so many omni hardpoints for it
to be converted to fit your fighting style, from long range to close
range.

6.4.3.1   Shotgun Daishi

Daishi with 25 percent speed, no heatsinks, 2 large lasers (one in
each arm), and 3 LBX20's, each with one extra reload. Add one Streak
SRM6 pack for backup. This combo will knock lighter mechs (up to even
Shadow Cats) to the ground. Aim for the cockpit and you can kill a
mech in TWO SHOTS. The LLAS can be used for sniping if you want to
stay out of range. If you can't stay open, then charge in to 300 m
and open up with the three shotguns. This is the ultimate city-
fighting mech. Hide around corners and as the enemy comes through,
BLAM!


6.4.4     Mauler

The default config relies on the Ultra2s for the firepower, which is
not that great. Lots of missile hardpoints that needs to be filled
with Clan LRM launchers or 3-space launchers like T-bolts.

6.4.4.1   Shotgun Mauler

Here's a general purpose Mauler config: 2 Clan LBX20s with 1 extra
ammo each in torso. Two ER MLAS in EACH arm, add Streak SRM6 or Clan
LRM10's to taste. Don't need extra heatsinks at all. You can fit in
up to 6 Clan LRM10s. That's a pretty deadly salvo, esp. if someone
has a NARC beacon around.

Or you can fit in two T-Bolt launchers. That's 40+ damage if you hit!
Follow up with the rest of the guns and you'll get quick kills.


6.4.5     Mad Cat Mk. II

Interesting design, as Clan gauss rifle is a real pinpoint hitter.
It's quite "punch-y" as is. Though the medium pulse lasers are a
little "lacking" in long range power.

6.4.5.1   Mad Cat Mk II Sharpshooter

One devastating config for Mad Cat Mk. II is cram in FOUR different
gauss rifles, 2 Clan that's built-in, and 2 more IS Light gauss
rifles, as they fit in the center racks. You'll need to remove all
the other weapons, as well as a little armor and the jumpjets to fit
them in. Of course, this only works on a map where sniping is
possible. Don't use this config in the cities.


7     `Mech Tactics

`Mech combat, as all combats, have specific tactics, but some should
already be obvious to you.


7.1   Concentrate Firepower

One mech never last long against superior numbers of equivalent
mechs. Just look at the intro movie. If you have two, three, even
four mechs firing upon the same target, it'll be toast very quickly.
It also seem to force the enemy to spread the damage around instead
of gunning for you personally all the time (except Castro's lance,
but that's another story).


7.2   Keep Moving

Moving target is harder to hit, even for the AI. Moving and sudden
change of direction can also prevent easy hits from the unguided
missiles like SRMs and MRMs. It won't save you from the seeking
missiles (Streak LRMs, and T-bolt), but less damage is less damage.


7.3   Torso-Twist / Circle of Death

Mechs don't side-step like the Quake's circle-strafing. However, most
mechs can torso-twist, which allows you to point the upper body
toward the enemy while the mech head in a different direction. This
effectively allows the "circle-of-death", which means you walk in a
circle around the target (moving at about 70% speed), torso twisted
all the way left or right, facing the enemy, and keep pouring in fire
while moving.

Remember that some mechs in MW4 has 360 torso twist (Raven, Thanatos)
that can let you run really fast away AND hit the enemy.


7.4   Go for Turret Control Towers

In a base covered by calliopes or turrets, there is probably a turret
control tower. If you take it out, the turrets will go inactive. This
is much easier than taking on each of the turrets individually. The
calliopes are well armored.


7.5   Go for the Cockpit

If you can, aim for the cockpit. Killing the pilot is the quickest
way to kill a mech, now that "legging" the mech is much more
difficult if not impossible. A heavy dose of LBX20 at point-blank
range will reduce armor to scrap. Another good salvo and the mech is
toast.


7.6   Passive Sensors and ECM

Sometimes, you may not want to attract attention to yourself, esp. if
you're a sniper `mech. Move around on passive sensors only to avoid
drawing attention to yourself.

Passive sensors mode is also good for setting ambushes. You won't be
visible until you're within 250 feet, even less if you actually shut
down.

If you have ECM, you can sneak in even CLOSER. If this is at night,
you can get in some GOOD licks (like a NARC beacon) before you're
even detected.


7.7   Heat Management

Remember that there are additional ways to dissipate excess heat.

If there's bodies of water nearby (swamp, mountain lakes, etc.) then
stay inside to stay cool. Fighting at night also helps.

If it's an emergency, you can try the coolant flush, which does an
emergency vent of the coolant. It cools you down a lot, but you don't
have that much left, so use in emergencies only.

If you just need to keep moving and not shooting, you can OVERRIDE
the shutdown.


7.8   Consider Kamikaze

Suicide and/or high-explosive are valid weapons if not abused. If
you're heavily damaged, consider searching out a quite damaged enemy
mech. You know you won't survive long enough to kill it, but if you
do a suicide you just may do it. So get in there, and BOOM!


7.9   Jumpjet Overrun

One trick to try if you have jumpjets is run full speed obliquely at
your target. Avoid its shots, then turn toward it at medium range, do
your alpha strike, then JUMP STRAIGHT OVER him. Use the jets just
enough o clear him (or run into his head for a quick Death-From-
Above), and you'll end up behind him. By the time he turns around
you're already gone. :


8    Campaign Walkthru

There are two different endings (not counting your death), depending
on that "final choice" near the end.


8.1   Operation 1

You've just landed on the Kentares IV's moon as the initial strike
against the Steiner hold on the planet. You're vastly outnumbered, so
this is meant mainly as a guerilla action. You can't command any one
yet, even if there are other mechs with you.


8.1.1     Op 1, Mission 1 Destroy Comm Array

Primary Objective: Take out the comm array at the nav point,
specifically the 3 HPG antennas. This will cripple Steiner
coordination.

Secondary Objective: Take out any escaping vehicles

You are in a Shadow Cat, no weapons yet to reconfigure. You'll be
dropped with 2 Cougars.

There are no mobile defenders except some SRM carriers. There are
some turrets around the base, but those are easy to take out.

Watch for escaping vehicles. When the escaping vehicles are toast,
feel free to cook any turrets in the area, then the three antennas,
and you're done.


8.1.2     Op 1, Mission 2 Destroy SKUD Convoys

Take out the SKUD launcher convoys as you follow the nav points
around the path. This will consolidate our position. Expect mech
escorts.

Primary: Take out the SKUD launcher convoys as you follow the nav
points around the path. This will consolidate our position. Expect
mech escorts.

Jules Gonzalez will join you in a Cougar.

Nothing fancy, just destroy everything. There are two convoys, each
with one SKUD launcher, several ammo carriers, 2-3 SRM carriers, some
Swiftwind scouts, and 1 Osiris mech as escort.

Take out the mech first, then the SRM carriers. The smaller vehicles
you can just "stomp" (i.e. walk over it). The other vehicles don't
shoot back so they are easy to destroy. Use your long-range weapons
to snipe from a distance, then head in take the fight to them.

Be careful around the ammo carriers, as those explode pretty hard.
Don't get too close. Try to get the mechs next to them to blow them
up.


8.1.3     Op 1, Mission 3 Dropship Hunt

Destroy all dropships at the Steiner base. This will cripple their
operations.

Primary: Destroy all three dropships at the Steiner base.

Those dropships have heavy weapons, but they are not powered yet.
Take out the three APUs next to each dropship to delay power-up.
Expect mechs and other mobile threats.

Take the heaviest mech you have. You'll have some friendly Hellspawns
following you in.

You cannot destroy the dropship UNLESS you destroy all three APUs
next to it first.

Nothing fancy here, go in and blast those APUs first. Keep running
around, taking out the APUs and some of the defenders. Circle around
the launch base works fine.

You'll run into Osirises and Hellspawns as defenders.

After the APUs are gone, you can concentrate on the mech defenders.
Or just run around and avoid them. Osiris are not that dangerous.
When you take out all three dropships, you win regardless of the
defenders.


8.1.4     Op 1, Mission 4 Base Defense

Protect the dropship as we prepare to shift operations to Kentares
proper. Sir Peter will take off first.

Primary: protect the APUs powering your dropship

Secondary: destroy all attackers

This is probably your toughest fight so far, as enemies attack from
all directions. Run really fast toward the threats. There are two
other mechs around the perimeter keeping the enemy busy. Concentrate
on one and kill it soonest. Don't let the Bulldogs get past you, and
don't stray too far from the APUs.

Attackers include 2 Hellspawns, 2 Osirises, 3 Bulldogs, 3 SRM
Carriers, and 3 LRM Carriers.

There are two APUs next to your dropship you need to protect, and the
main threat to them will come from the LRMs. Take them out first.
Then engage any other threat you come across, probably run around
after the SRMs and the Bulldogs. Then help the other mechs destroy
the attacking mechs.

You can let one of the APUs get destroyed, as the dropship will send
out another one, but no more than that!

Once you take out all the attackers, you win.


8.2   Operation 2

You've arrived in the northern polar region. It's time to start
operations on the ground. You will get use of repair bases starting
in the second mission. (Not in the first mission as your dropship
haven't even landed yet!)


8.2.1     Op 2, Mission 1 Recon Area

You're being hot dropped into the area to secure an area for the
dropship to land.

Primary: explore nav Alpha, Beta, and Gamma

Secondary: destroy all enemies encountered

You get your first lancemate. You can pick Casey or Jen. Jen is the
better of the two, so bring her along. Give her something pretty
heavy.

You'll see multiple Peregrine choppers as you hit the first nav
point. Snipe them using the zoom mode with the LLAS or PPC.

Then you will encounter 1+1 Osiris and a Bulldog.  They'll charge
you, and they move quite a bit. Send Jen after it and help out as you
circle a little.

At the second Nav point. After that you will see 3+3 Bulldogs (3 in
the valley next to you, 3 down at the camp), and 2 turrets around the
vehicle bay.  Take care of the 3 close to you, then use that hill and
snipe at the 3 down there. Then take care of the turrets.

Just 3 more Bulldogs at the last nav point. Snipe them all and you're
done.


8.2.2     Op 2, Mission 2 Raid Depot

Need supplies, so we're raiding this depot. There may be some mechs
to capture here.

Primary: Destroy all defenders

Primary: Destroy comm base

Primary: Convoy must reach warehouse 1, 2, and 3

There is a repair base back at the starting nav point, so use it, if
you have to. This may be the difference between victory and defeat.

Follow the nav points again, but try to do it all in passive sensors.
Take out the comm base when you see it, then continue to the base.
Stay OUT of the base's passive sensor range (250m). Kill it ASAP. You
have no more than 60 seconds to blow it, so use ALL the weapons.

If you fail to knock out the comm base, the main base will be alerted
and you'll face a tougher fight.

You have a repair base, so use it now, before you go after the main
base. Look for the turret control tower, but keep sensors off as long
as possible!

Then it's time to take care of the depot. This is probably the
toughest fight so far, as you're going up against some heavier mechs,
namely Catapults and Hellspawns, and multiple choppers and tanks. You
may want to snipe the choppers first. You'll be pretty beaten up at
the end, but it's a standard kill-everything scenario.

If you failed to take out the defenders, you'll have to escort the
withdrawal by protecting the evac chopper, and that's even harder. So
if you fail, start over.


8.2.3     Op 2, Mission 3 Escort Techs

Jules is pinned down with the techs. Sir Peter tried to draw the
chasers off, and they need some escorts to get away.

Primary: Relieve tech convoy, then escort the techs to safety to the
south across the bridge.

Primary: Blow up the bridge after everybody is across.

As you approach the tech's nav point (nav alpha), you'll run into
Uziels and Hellspawns, and 3 Bulldogs. You'll see 4 turrets blocking
your way to the techs. Blow them up.

When you find the techs (Jules in a Shadow Cat as escort) in the
corner of the map, another Uziel will attack. As they start moving, 2
Hellspawns will attack as well. There's a long way to go, but the
enemies are pretty far away so you can run really fast and catch them
before they get into range.

Multiple SRM carriers will attack at about the half-way point.
Finally, an Osiris will chase as you get to the bridge, but with 3
mechs shooting it should be no problem. After everybody cross the
bridge, blow it up, and that's it.


8.2.4     Op 2, Mission 4 Capture Base

Sir Peter did not survive. To avenge him, we're taking down the
Steiner base.

Primary Objective: clean out the defenders

Secondary Objective: defend the techs until they capture the base

Your job is to charge in, take care of all the defenders (Cougar and
Bushwacker), and 2 turrets and 3 SRM Carriers. The 3 SRM Carriers are
easy as they're in front of you. Then the two mechs charge in.
Concentrate on the Bushwacker first, and take the turret when you
can.

Then head for the back of the base and take out the TALL turret
control tower (ignore the calliopes, they'll go down when the control
tower goes poof, and you need them for defense later). REMEMBER, do
NOT touch the control center. Take down the TURRET CONTROL TOWER.
Once it's gone (or you took out one of the calliopes), the tech will
come on. The tower is taller and thinner, and to the left of the
satellite control center when you're heading there. Then send your
lancemates after the two guarding Uziels.

The techs will head in as soon as one of the calliopes are destroyed
or the turret control tower is down. It'll take them a while (about a
minute or two) to arrive, and your mechs will keep the Uziels away.
Immediately head off to the base to ESE, and you should see 4 LRM
launchers there sitting still. Nail them with long range PPC fire. If
you don't, they'll come after you and the satellite control center.
So nail them now.

Now head back north. Just north of the sat control you'll see hangars
with 2 Peregrine attack choppers on the ground. Take them out from a
distance. If you don't, they'll join in when the mechs attack, then
it gets really messy! Kill them now.

Now you just need to wait for the mechs to attack. Order repairs if
there's time. There's a repair hangar there. Your techs should gain
control of the two calliopes, and those are great for additional
firepower.

Then it's just a matter of defending your site against 2 Cougars and
2 Argus from one direction, then 2 more Cougars from the other
direction. With 3 relatively fresh mechs (you did repair yourself,
right?) and 2 calliopes, the fight should be easy. When you take them
all out, you win!


8.3   Operation 3

We're trying to find that other surviving Steiner dropship to cripple
their operations permanently.


8.3.1     Op 3, Mission 1 Sweep and Destroy

Scouts are out searching for the Steiner patrols, great for defeat in
detail.

Primary: Wait for scouts to report

Primary: Take out the mechs at nav alpha, nav beta, nav gamma,

Primary: Check out Delta for the missing scout

Take the heaviest mechs you got, as there's lots of room for long-
range weapon deployment.

You'll find 2 Cougars near nav Alpha, 2 Osiris and 1 Raven at nav
Beta, Osiris and Cougar at nav Gamma, and 2 Vultures (dangerous!) at
nav Delta. Take them all out, and you win!

Jumping into the lake if you overheat.


8.3.2     Op 3, Mission 2 Capture Supply Convoy

We're going after this supply convoy.

Primary: Destroy escorts

Secondary: Destroy all Steiner forces

Chasing down the supply convoy is gone to require a fast mech. If you
prefer heavy mechs, consider turning back to cut through that "pass"
to the north.

Try not to blow up a mech right next to one of the cargo carriers.
That may take the cargo carrier out as well!

When you catch up, you'll run into 2 Cougars, a Bulldog, all trying
to delay you. Argus and Vulture will try to stay with the convoy, but
if you get close they'll go after you. There's one MORE Bulldog
leading the convoy. Take that out, and you got the convoy, even if
you haven't taken out all the mech escorts. With three heavy mechs,
this should be easy.


8.3.3     Op 3, Mission 3 Destroy Dropship

We found that surviving dropship. Take it out.

Primary: Locate and destroy Steiner dropship

The dropship is actually NOT that heavily defended, except for the
Mauler as a surprise. You can try the artillery beacon, but you can
do the mission without it.

Just head east, then northeast and follow the "road". You'll run into
multiple Arguses, then a Mauler, escorted by multiple Bulldogs (at
least 4), and several turrets. The dropship has 3 APUs nearby. As in
the earlier mission, take out the APUs first to prevent the dropship
from powering up. Then take care of the defenders and finally the
dropship itself.




8.4   Operation 4

We're in the desert, and heat will be a factor. Consider using
reactive armor, as most mechs will be using ballistic weapons to
minimize heat buildup. You'll want your mech to be as "green" in heat
dissipation bar as possible. Use more ballistic or missile weapons.


8.4.1     Op 4, Mission 1 Raid Base

We're raiding a Steiner base for supplies. Resistance will take cargo
carriers into the Steiner base after we neutralize the defenders.
They'll have some tanks and Vedettes to take on the turrets. We take
care of the mechs.

Primary: Escort convoy as they go through the 3 nav points

The base doesn't have much inside, just turrets and a few mechs
(Cougar? Hellspawn?). Run in there and take them all out.

When nav Alpha is reached, 4 mechs (Shadow Cat, Chimera, and 2
Hellspawns?) will attack.

When nav Gamma is reached, 4 more mechs will attack (Vulture,
Chimera, and 2 Hellspawns?).

Take them all out and you win.


8.4.2     Op 4, Mission 2 Defense Base

You get a third lancemate on this mission, and you'll probably have
to use Casey, as you haven't found any one better yet (not until Op
5, Mission 1 any way).

Primary: Relieve friendlies at nav Alpha

Primary: Defend base at nav Beta

Primary: Destroy guerilla mechs

You are to relieve the friendly forces at nav alpha, then protect the
base at nav beta.

Run for nav alpha ASAP, tell your lancemates to go there. Shoot the 3
Peregrines that pops up, but don't slow down. You'll find 2 Shadow
Cats and an Uziel around nav alpha. Those Shadow Cats hide behind a
hill, pop up with jumpjets, then fire LRMs while in the air. These
Shadowcats will run really far and really fast, then circle around.
Take them all out, and watch the calliopes at nav alpha take out the
approaching bombers, as you run for nav Beta. Tell your lancemates to
head there too.

You'll probably notice two more Shadow Cats running toward your base
at nav beta. Just get there ASAP, even if the Shadow Cats outrun you.
There's Cougar and other defenders in the base to delay them for you.
As you take care of the Shadow Cats, another lance will attack:
Vulture, 2 Uziels, and a Cougar. Take them out too and you're done.

There's a MFB on the base so you can order repairs if you have time,
as the second lance don't show up until that Shadow Cat is taken care
of.


8.4.3     Op 4, Mission 3 Capture Barges

Capture the barges by destroying all the escorts (boats and mechs),
then walk near each one. Capturing all six barges is possible.

Primary: Capture 4 out of 6 barges

Primary: Destroy all defenders

Secondary: Capture all 6 barges.

Don't use LRMs near the barges! If you get all 6 barges you get a
bonus. If you use LRMs you may destroy one of the barges due to
splash damage.

You'll be facing 10 patrol boats (maybe more?), 4 Peregrines (that
pop up behind rocks as you travel up the river). You'll also run into
3 Argus and 1 Loki. As you'll be wading in water, heat should not be
a factor. As noted, try not to use LRMs unless you're SURE the target
is not next to a barge.

Tell your lancemates to follow you, then when you see the enemy
ships, engage at will. They'll mop up for you. When you see mechs,
concentrate your fire upon one mech at a time, and add your own. When
all defenders are gone, just walk up next to each of the surviving
barges to capture them.


8.4.4     Op 4, Mission 4 Destroy Factory

Destroy three munitions plant in the city. Shepherd in a Swiftwind
scout will be your guide. Weather is extremely foggy, and the
visibility is extremely poor.

Secondary: Link up with local guide Shepherd

Primary: Destroy munitions plant 1, 2, and 3

This one is not that hard, as you just follow the nav points and kill
anything else that moves.  You'll run into 2 Shadow Cats and 6
Bulldogs at plant 1, Nova Cat and Hellspawn at plant 2, Awesome,
Hellspawn, and 3 Bulldogs at plant 3. Each plant is also surrounded
by at least 2, probably 4 "guard tower" armed with large pulse
lasers, though they are easy to blow up.


8.4.5     Op 4, Mission 5 Capture Convoy

James Qulan is about to execute the prisoners, so you need to get to
them before they do.

Primary: Destroy air defense base at nav Zeta (to protect the chopper
flight)

Primary: Destroy convoy escorts

Secondary: Break contact

Just one Uziel protecting nav Zeta, so take out the base (tower and
radar). Then head for the convoy, and take out all the convoy
defenders (multiple Bulldogs and Cougars). Once you got them, cut
through the mountains and get to the pickup point FIRST. Tell your
lancemates to guard the convoy (pick a vehicle and issue "Defend my
target") There should be a Vulture in the distance, and it may get
closer. Send your lancemates after it, as you continue to that spot.
Soon, someone will power up: 2 Uziels. Kill them (you ARE in a much
heavier mech, right?) Your three lancemates should take care of the
Vulture with no problem. When the convoy arrives and the choppers
land and take off, you're done.


8.4.6     Op 4, Mission 6 Liberate Camp

We've saved some of the prisoners, but it's time to get the rest of
them. We can use the manpower too.

Primary: Link up with Resistance mechs (Uziels and Shadowcats)

Secondary: Destroy all defenders

Primary: Destroy the two guard towers next to each of the prisoner
compounds 1, 2, 3, and 4

You're rescued Terra Risner, who's a better pilot than Casey Nolan,
so use her.

When you start, head along the edge of the map and get to the
friendlies. You'll run into 3 Peregrines, just get them.

As you rendevous, you may run into 2 Cougars. Kill them. Then you'll
see a LOT of turrets, but by now you'll know to go after the control
towers. 2 Vultures and 2 Catapults will attack. Take care of them.

When you take out all the towers, James Qulan and his command lance
drops in. Mad Cat and 3 Vultures. They should be no problem for you
though. Take out the Mad Cat first, concentrate firepower to kill one
at a time.




8.5   Operation 5

The city of Vale has been marked as a target for retribution, and you
must protect the city while the civilians are evacuated out to sea.


8.5.1     Op 5, Mission 1 Destroy Bombers

Primary: Destroy all eight bombers

Primary: Destroy the control tower

Secondary: Destroy all defenders

Take the heavy `mechs. You'll run into a LOT of enemies, as there are
missile towers and gunboats and everywhere.

Just stand at the two runways' intersection (the southeast one), and
cook the eight bombers as they approach for take-off. You'll run into
3 Shadow Cats, 3 Vultures, and one Nova Cat as the defenders. You may
see some patrol boats, Bulldogs, and Harassers as well. When you take
them all out, you've won. Remember to destroy the tower.


8.5.2     Op 5, Mission 2 Destroy Patrols

Standard sweep mission, destroy all enemies encountered. You're
combing the swamps, wiping out all the patrol boats and Harasser
hovercrafts. There are four groups to take out.

Primary: Destroy all four hovercraft groups.

The hovercrafts are easy to kill individually. Best way is find a
tall "hill" and snipe them with the long range PPCs. Close-in, use
Streak SRMs or autocannons.

When you destroy the third group, you'll get a quick glimpse of a
Steiner mech. Duncan Burke?

When you take out all four groups, Duncan Burke shows up in a Thor.
And no help will reach you in time, it's a one-on-one duel. So try to
preserve yourself in the fights.


8.5.3     Op 5, Mission 3 Defend Exodus

The evacuation is almost done, but time is running out. The patrol
boats have sneaked through, and not just one but TWO destroyers are
heading to the Veil coast, and if they shoot the refugee ships.

Primary: Defend refugee ships until they reach open sea

Secondary: destroy all nearby enemy units

Take long range weapons, like LRMs, gauss rifles, ER LLAS, PPCs, etc.

There are four mechs in the city you need to take out: 2 Nova Cats
and 2 Awesomes.

After that, jump to the dock and start shooting the patrol boats
(about six of them). The patrol boats are easy to kill with one PPC
shot each. You'll also have to take out several Night Shade fighters.

Then the destroyers come in. The destroyers aren't that tough, it
just takes a lot of shots to sink them. They have a lot of LRMs. As
you're ankle deep in water, heat is not a problem. Bring PPC's and ER
LLAS, and maybe some gauss rifles. Take them out, wait for the boats
to depart, and you win!




8.6   Operation 6

Urban fighting. Range is short, and fighting will be quick and
brutal. Heavy LBX rule!


8.6.1     Op 6, Mission 1 Recon In Force

Cleaning up the city for the Resistance.

Primary: Clear all five nav points (nav Alpha, Beta, Gamma, Delta,
Epsilon)

Standard sweep mission, wipe out everything you encounter, though
there are five nav points to go through. Preserve ammo and armor is
critical. You should have a 100-tonner, or at least Awesome/Mauler.
Take the heaviest mech you got.

At nav Alpha you'll see Awesome, Mad Cat, and several turrets. You
may notice 2 Argus in the distance. They're actually nav Gamma's
guards. Ignore the Arguses. Kill the Mad Cat and the turrets.

Continue to nav Beta, where you'll run into 2 SRM Carriers and 3
Bulldogs.

At Gamma, you encounter 2 Arguses, more Bulldogs, and 2 turrets.

At Delta, you see 2 Bulldogs and 2 Awesomes.

Finally, at Epsilon, you see an Atlas, 3 SRM Carriers, and more
turrets.




8.6.2     Op 6, Mission 2 Rescue Pilots

Need to rescue some mech pilots holed up in one of the parking
garages, and there's five in the area. Check every one. A chopper
will be dispatched once you found them, but enemy mechs may attack
once they see the signal.

Primary: Locate pilots

Primary: Defend parking garage until the chopper is loaded

Primary: Defend the chopper until it departs the map

This mission you run alone. The trick in this mission is do NOT go to
nav Alpha until the very end. Instead, go to all the OTHER nav points
and wipe out the opposition (Vultures, Shadow Cats, and Cougars).
THEN come back to Nav Alpha. As there's no more enemies to bother the
rescue, just wait for the chopper to land. Don't stand in the landing
spot!

One Vulture patrols near Alpha. Remember NOT to go there first! Go to
Epsilon first. Then just navigate to the closest NAV point as you
come BACK to nav Alpha.

Nav Alpha has a Cougar and a Shadow Cat.

Nav Beta has a Cougar and a Shadow Cat as well.

Nav Gamma has just a Cougar.

Nav Delta has just a Shadow Cat

Nav Epsilon has a Thor.


8.6.3     Op 6, Mission 3 Destroy Base

Steiner forces are holed up at the University. Take out the comm
center nearby so they don't know we're coming, then the nearby power
station to disable the turrets. Finally, destroy the defenders and
their base.

Primary: Destroy all units protecting the University base

Secondary: Destroy the comm center (gamma)

Secondary: Destroy the power station powering the defensive turrets
(Beta)

A Mad Cat Mk. II guards Nav Gamma. You'll probably salvage it.

Nav Beta has Vulture, Uziel, and 2 Bulldogs.

Finally, at Alpha, you'll see 3 Uziels, 2 Vultures, and 3 Bulldogs.


8.6.4     Op 6, Mission 4 Rescue Sister

You have a choice here, Ian Dresari. The path you choose here will
determine which ending you get, and how you'll be viewed. Choose
between 4 or 5.

You chose to go after your sister instead of the mechs. It's your
decision.

Primary: Locate your sister's command track (could be 1, 2, or 3, but
actually 3)

Primary: Escort the ambulance out of combat area

You basically have to go through the various nav points, take out all
defenders.

When you reach the ambulance, you are to escort them to the "exit" of
the map. This hospital will "follow" you instead of you trying to
chase it down. Make sure you don't step on it!

Proper walkthrough will be included later.


8.6.5     Op 6, Mission 5 Raid Depot

You have a choice here, Ian Dresari. The path you choose here will
determine which ending you get, and how you'll be viewed. Choose
between 4 or 5.

You chose to go after the heavy mechs buried in a hidden base instead
of rescuing your sister.

Primary Objective: Find the weapons cache.

Primary Objective: Check All 3 Bunkers (shoot the doors)

Primary Objective: Defeat Castro and her command lance.

As mission starts, you immediately run into "red lance", which is
lead by a Mad Cat Mk. II and 3 Lokis. Take them all out (as they try
to concentrate on you).

Slowly approach nav Alpha and take out the Calliopes and the Bulldogs
surrounding the place. Then take a shot at the door. The calliopes
can be taken out by either long range LLAS sniping (ER LLAS would
help), or use the cover of buildings to get close in and unload LBX
shots in its face.

Total of 4 calliopes and 4 Bulldogs guard beta. Find a good spot to
snipe the calliopes, as you don't really want to fight them in the
open.

When you take a shot at the door, the "blue lance" comes to play, and
this one is lead by a Mad Cat Mk II again, with 3 Mad Cats to follow.
If you have the 3xLBX20 option, you should kill those in no time. In
all cases, preserve your mech is the priority.

As you get close to nav Gamma, Castro shows up in a Daishi and tries
to finish you herself. Find an open spot where all your mechs can
engage. Just send all the lancemates after her while stay out of
reach of the calliopes. When she's gone, the supplies and mechs are
yours.

You don't gain too much though.  Honestly, the only thing you'll
really gain here is a Daishi (which you probably already salvaged
once before). It's not absolutely necessary for your campaign.


8.6.6     Op 6, Mission 6 End Game

Primary: Destroy all "elite lance" Steiner guards

Primary: Destroy turret power generator at nav Beta

Primary: Prevent Roland's dropship from escaping

Keep your mechs together, and concentrate firepower on one mech at a
time. Keep yourself relatively undamaged until the very end. Consider
carrying reflective armor.

At nav Alpha, you'll see a Nova Cat and Mad Cat MKII, but they are
patrolling the gate and they'll pass you by. Don't worry about them.

As you head into the gate and head up to nav Beta, a Daishi and Mad
Cat Mk II from nav Delta will start jogging down. Keep your
lancemates together and concentrate fire while you head up to nav
Beta and take out the generator. Rest of the lance should appear
shortly.

When you arrive at nav Beta, you will wake up the two Thors sitting
there. If you don't want to do that, head to Beta from that entrance
in the WEST, then you can take on one Thor at a time. And get in a
couple uncontested shots. Kill the generator quickly before the
turrets come back up.

By this time, all the Nova Cats and Mad Cat Mk II's will be attacking
one or two at a time (3 each?), but it's mainly just a matter of
concentrating your firepower on one mech at a time and kill one at a
time. The Nova Cats should overheat constantly and should be no
problem to your combined firepower. The Mad Cat Mk IIs and Thors
should be your primary targets.

Once the odds are even, it's time to cook the dropship. That dropship
is on a timer to lift off soon.  You can hit the dropship without it
hitting back by shooting it from the top of the plateau, and not get
too close to the edge. Just shoot at the top. It'll shoot back if you
get too close. Order everybody to attack if there are no enemies
left. You can keep hitting it as it lifts off. As long as you kill it
before it escapes...

Primary: Kill William Dresari, the usurper.

Then it's on to the final fight.

There's actually a repair bay on this map, so repair yourself (if
needed) quickly before William gets into range. He is heavy on pulse
lasers. That Daishi stays pretty far back but walks in, so if you
have gauss rifle and PPCs you can keep plugging away with zoom mode.
Keep firing long range, then let them have it at close range. If
you're not badly damaged, you should kill it with no problem. Good
luck!


8.7   The End

Well, looks like you won. Did your sister survive? If she did, she's
the duchess, and you're off fighting Steiner elsewhere. If she did
not, then you're the duke, but Carl hates your guts.




9    Multiplayer

Multiplayer nowadays is a very important part of any game, and MW4 is
designed with a LOT of multiplayer action in mind. Here's some
netiquettes and observations you should heed before joining the
games.


9.1   Some general multiplayer observations

Go for alpha strikes. While in the single-player campaign you would
engage enemy mechs at different ranges using a wide variety of
weapons, in net play you want an OVERWHELMING single strike, aimed at
ONE part of the mech for the quickest kill.

Missiles are generally useless in multiplayer except for softening up
certain parts for later pinpoint attacks by lasers, PPCs, or gauss
rifles. Therefore bring only LRMs, if the range supports it.
Otherwise bring Streak SRM6s for close range fighting.

A LOT of players prefer gauss rifle for a good reason: they deliver a
lot of damage, they generate virtually no heat, and by the time
you've used up all that ammo you're probably dead and respawned. Same
goes for the LBX20, except those don't have gauss' range. Some games
are known to outlaw clan gauss rifles, for good reasons.

If you have jumpjets, use them! Firing while jumpjeting is difficult,
but it makes you that much harder a target. In urban maps, jump on
top of buildings and snipe from there.

Almost EVERYBODY play attrition or destruction on the Zone. There's
maybe one or two King of the Hill or Capture the Flag, virtually no
Escort or Steal the Beacon.


9.2   A note about "boat mechs"

Use of "boat mechs" is frowned upon on some servers. A "boat mech" is
a mech that's configured with only ONE type of weapons. I.e. only
missiles, only lasers, only AC's, etc. This is an exploitation of
Clan omni-rack rules. A mech that has ONLY energy weapons like the
Nova Cat is technically a boat mech by design, but since you're not
exploiting omni racks it's not a boat mech in spirit.

The history of the term is a little murky. Likely, the term came from
Star Fleet Battles, a boardgame like Battletech. One of the best
configurations is known as an "Orion Phaser Boat". Orions are similar
to the Clans in Battletech. Their ships have "option mounts" that can
be configured to almost any weapon subject to "size" restrictions.
The "Orion Phaser Boat" has only phaser-1s in the option mounts. It's
hard to explain why the phaser boat is so effective without
explaining the whole SFB game mechanics, but trust me, they are so
effective, that the "phaser boat" was subsequently outlawed in
tournament play.

Apparently the term migrated over to Battletech, where a "boat" is
described as a "game mechanic exploitation" using only a single type
of weapon on a single vehicle.


9.3   What NOT to do in a multiplayer game

Do NOT shoot your own side. It makes every body mad.

Do NOT constantly commit suicide. This ruins the score of your side,
even if you were able to get a kill by doing it.

Do NOT insult or boast. Just DO it.

Do NOT switch teams in mid-game unless there's a BIG disparity in
numbers.

Do NOT lag behind and avoid action, unless you told your team that
you're the sniper or LRM fire support.


9.4   Destruction

This is straight and simple combat. Points are awarded for kills
only. Can be played in "team" mode (known as "Team Destruction"). The
rules and points are in the manual.

As only destruction is rewarded, you'll have to chase down the enemy
mechs until they are destroyed, but beware of kamikaze attacks with
high-explosives. The sides being damaged should seek to protect the
damaged mechs for as long as possible while getting kills.

There is no repair, so damage mechs will have to either play sniper,
or kamikaze. Turn off sensors. Take a shot, run, take another shot,
and contribute to the damage while not getting killed. Consider
mounting high explosives to "take one more with you" if the server
allows it.

Concentration of firepower is paramount, as it'll get you kills fast,
without giving the attacker a chance to cause more damage.

Stay together. You get mutual support and defense, as well as ability
to concentrate firepower upon a single target.

Stay back from the enemy team "respawn" point as they will appear
without notice.


9.5   Attrition

A looser version of Destruction, points are awarded for damage as
well as destruction of enemy 'Mechs. Can be played in "team" mode
(known as "Team Attrition").

As there is a bonus on destroying a larger mech, teamwork is again,
paramount. In fact, larger mechs should consider leaving the kills to
the smaller mechs to maximize the "bonus" factor. Instead of letting
the Daishi doing the final blow on another Daishi (for no bonus), let
an Uziel do it and you will gain an extra 5x50=250 pts,
theoretically.

All the stuff in "destruction" also applies.


9.6   Capture the Flag

This is a team only battle. Each team is assigned a flag. The flag
starts at the center of each team's base. The goal is to grab the
enemy flag and bring it back to your base.

As the objective is grabbing the flag, smaller mechs are needed as
the runners, escorted by other mechs. Heavy mechs should stay as
guards.

The "flag guard" heavy mechs need heavy knock-down weapons like
LBX20's to prevent the flag capture.

The runners / chasers need ECM to protect themselves. They should
probably be equipped with Streak SRMs as they're busy running and
have no time to aim. Remember the "eject flag if shut down" rule, so
load up on heatsinks and engines. Jumpjets would be a good idea in
general.

There should probably be more than one runner so that you can "pass"
the flag when one runner is too damaged to continue.

You COULD use medium or even heavy mechs as flag runners, which would
get you the firepower you need to blow past the guards, as well as
survive the flag guards.

You can even be sneaky as you attack from one side and your flag
runner gets in from the other side with passive sensors only and ECM.


9.7   Steal the Beacon

Hold the flag (a.k.a. the beacon) for as long as possible. Think of
this as a game of "tag". So steal the flag and keep running. Shutting
down / dying releases the flag.

There's two tactics you can use: either you RUN, or you FIGHT. Pick a
good brawler with decent speed like Uziel or Shadow Cat and you'll
surprise those players with light mechs like Cougar. However, pick
something TOO heavy and you won't be able to chase down the little
guys with the flag.

Don't forget the jumpjets. A mech with 360-degree torso twist like
Raven or Thanatos would be quite useful as you can shoot at all
comers.


9.8   Escort

Protect your team's VIP, while attempting to destroy the enemy VIP
and enemy 'Mechs. One pilot from each team must be the designated
VIP, while the rest are escorts. VIP maximum 'Mech tonnage is 35
tons. The VIP pilots are scored based on a Score Zone. If the VIP
reaches the SZ intact, then points will be awarded. The goal of a VIP
is to stay alive and reach as many Score Zones as possible.

The tactics are pretty simple: do what the American football players
do when they return a kick. The VIP stays in the back as the escorts
form a "flying wedge". Then the wedge charges forward into the enemy
defense, while the ball carrier looks for holes to get through. So
you need some solid fighters that moves fast, like Mad Cat or Thor as
escorts.

As attackers, you need two teams. One to push the escorts away from
the VIP, the other to charge in and take the VIP out. The anti-escort
team need to be heavy to handle the escorts, while the VIP kill team
needs to be light, yet have one set of close-range killer weapons,
like LBX20. Go in there, knock the VIP down, and blast it.


9.9   King of the Hill

Hold "The Hill" for as long as possible. "The Hill" is an area marked
by a beacon or building in the center of the map, and extends in a
100-meter radius around it. When your 'Mech is on "The Hill", an icon
will be displayed on your heads-up display (HUD.)

As kills do NOT matter, the only reason you want to make kills is
when you want to get the non-contested-hill bonus.

Heavy mechs rule in this game as they are heavy enough to last.
Smaller mechs sniping will take too long. Take close-range brawling
weapons, as enemies must come to you. The shotgun Daishi variant is
quite deadly for use in KOTH, but they will succumb to long-range
snipers.


10   Misc. Info

To be compiled later.

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